StateTree : Crash when executing GetPropertyRef in SubTree linked via Linked Asset

UE - AI - StateTree - Aug 26, 2025

A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...

Disabling all AnimBP assets for nativization causes an EDL circular load check on QAGame launch for the QA-Animation map.

UE - Gameplay - Blueprint - Sep 6, 2017

Encountered while attempting to disable all AnimBP assets for nativization as a workaround for [Link Removed]. ...

When editing a Niagara module an error can occur if using non-module functions, even with a correctly set usage bitmask

UE - Niagara - Feb 14, 2023

When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...

Disable button style is not applied when a button is disabled

UE - Editor - UI Systems - Aug 24, 2015

If the user applies a material or texture to the disabled button style option the button will not used the material/texture that was used but will instead use the default grayed out button look. E ...

A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it

UE - Gameplay - Blueprint - Mar 8, 2015

A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it. Reproduced in 4.7.2 binary. Could not test in Main due to [Link Removed] ...

Cracks in Nanite Tesselated Landscape

UE - Graphics Features - Nanite - May 13, 2024

Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...

When move selected foliage to level, Foliage can not move to level.

UE - World Creation - Worldbuilding Tools - Foliage - Jul 18, 2017

With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...

Setting KeepState as default in LevelSequences makes Sequencer blend animations not as expected

UE - Anim - Sequencer - Nov 27, 2018

Setting "Keep State" for an animation in sequencer makes the sequence behave differently in Sequencer and in Play Mode. The animations appear to be blending together instead of having normal transit ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...